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Fixed no SSR shaders
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parent
51c3a25b9a
commit
764adb67c7
@ -112,10 +112,11 @@ void main() {
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#ifdef EXPERIMENTAL_SCREENSPACEREFLECTIONSCASTING
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vec3 ray_end = wpos + refl_dir * 5.0 * dist;
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float t = 0.0;
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// Trace through the screen-space depth buffer to find the ray intersection
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const int MAIN_ITERS = 64;
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for (int i = 0; i < MAIN_ITERS; i ++) {
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float t = float(i) / float(MAIN_ITERS);
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// TODO: Trace in screen space, not world space
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vec3 swpos = mix(wpos, ray_end, t);
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vec3 svpos = (view_mat * vec4(swpos, 1)).xyz;
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vec4 clippos = proj_mat * vec4(svpos, 1);
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@ -124,7 +125,7 @@ void main() {
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if (d < svpos.z * 0.8 && d > svpos.z * 0.999) {
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// Don't cast into water!
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if (texture(sampler2D(t_src_color, s_src_color), suv).a >= 1.0) {
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t -= 1.0 / float(MAIN_ITERS);
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/* t -= 1.0 / float(MAIN_ITERS); */
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// Do a bit of extra iteration to try to refine the estimate
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const int ITERS = 8;
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float diff = 1.0 / float(MAIN_ITERS);
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@ -142,7 +143,6 @@ void main() {
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break;
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}
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}
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t += 1.0 / float(MAIN_ITERS);
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}
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#endif
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@ -169,7 +169,7 @@ void main() {
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{
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#endif
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cloud_blend = 1;
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dist = DIST_CAP;
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/* dist = DIST_CAP; */
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}
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}
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/* color.rgb = vec3(sin(depth_at(uv) * 3.14159 * 2) * 0.5 + 0.5); */
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